refactor(item): 优化物品添加逻辑并移除冗余代码 - 修改 ItemAdd 方法签名,从可变参数改为两个独立参数 itemId 和 itemCnt - 移除了对 model.ItemInfo 的依赖,简化调用方式 - 更新所有调用 ItemAdd 的地方以适配新接口 - 删除未使用的 imports 和注释掉的旧配置加载逻辑 - 修复购买物品时金币扣除与物品发放的一致性问题 - 增加玩家操作消耗塞尔豆的扣费逻辑(如宠物治疗、技能设置等) 此变更提升了代码简洁性和一致性,并增强了业务逻辑的准确性。 ```
85 lines
1.7 KiB
Go
85 lines
1.7 KiB
Go
package service
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import (
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"blazing/cool"
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"blazing/modules/blazing/model"
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"blazing/modules/dict/service"
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)
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type TalkService struct {
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BaseService
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}
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func NewTalkService(id uint32) *TalkService {
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return &TalkService{
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BaseService: BaseService{userid: id,
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Service: &cool.Service{Model: model.NewTalk()},
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},
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}
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}
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//实现挖矿次数确认
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func (s *TalkService) Cheak(mapid uint32, flag int) (int, bool) {
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m1 := s.GModel(s.Model)
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var talks *model.Talk
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m1.Where("talk_id", flag).Scan(&talks)
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if talks == nil {
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return 0, true //如果表里没有记载数据,那么就可以直接挖矿
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}
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//因为这个是挖一次更新一次,而且是实时更新的,如果更新日期是今天,那么就可以确认不用再重置,否则就需要重置挖矿记录
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if !IsToday(talks.UpdateTime) {
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talks.Count = 0
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m1.Save(talks)
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return int(talks.Count), true
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}
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maps := service.DictInfoServiceS.DataRemark("mapid")
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if uint32(maps[mapid].ID) != TalkConfigServiceS.GetCache(flag)[0].MapID {
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return 0, false //没在地图
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}
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if talks.Count >= TalkConfigServiceS.GetCache(flag)[0].DailyCollectCount {
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return 0, false
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}
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return int(talks.Count), true //int(config.MaxDailyCnt - talks.Count)
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}
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func (s *TalkService) Update(flag int) {
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m1 := s.GModel(s.Model)
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var talks model.Talk
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m1.Scan(&talks)
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talks.PlayerID = uint64(s.userid)
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talks.TalkID = uint32(flag)
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talks.Count += 1
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m1.Save(talks)
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}
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// // TalkCheck 获取玩家当前的Talk数据
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// // todo 待实现xml解析判断是否溢出
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// func (s *TalkService) Exec(t func(map[uint32]uint32) bool) {
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// m1 := s.GModel(s.Model)
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// var talks model.Talk
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// m1.Scan(&talks)
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// ok := t(talks)
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// if ok {
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// talks.PlayerID = uint64(s.userid)
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// m1.Save(talks)
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// }
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// }
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